#ifndef COBJECTHANDLER_H
#define COBJECTHANDLER_H
#include <string>
#include <vector>
#include <set>
#include "CCreatureHandler.h"
#include "CArtHandler.h"
#include "CAbilityHandler.h"
#include "CSpellHandler.h"
//#include "CHeroHandler.h"
using boost::logic::tribool;
class CCPPObjectScript;
class CGObjectInstance;
class CScript;
class CObjectScript;
class CGHeroInstance;
class CTown;
class CHero;
class CBuilding;
class CSpell;
class CSpecObjInfo //class with object - specific info (eg. different information for creatures and heroes); use inheritance to make object - specific classes
{
};

class CEventObjInfo : public CSpecObjInfo
{
public:
	bool areGuarders; //true if there are
	CCreatureSet guarders;
	bool isMessage; //true if there is a message
	std::string message;
	unsigned int gainedExp;
	int manaDiff; //amount of gained / lost mana
	int moraleDiff; //morale modifier
	int luckDiff; //luck modifier
	int wood, mercury, ore, sulfur, crystal, gems, gold; //gained / lost resources
	unsigned int attack; //added attack points
	unsigned int defence; //added defence points
	unsigned int power; //added power points
	unsigned int knowledge; //added knowledge points
	std::vector<CAbility *> abilities; //gained abilities
	std::vector<int> abilityLevels; //levels of gained abilities
	std::vector<CArtifact *> artifacts; //gained artifacts
	std::vector<CSpell *> spells; //gained spells
	CCreatureSet creatures; //gained creatures
	unsigned char availableFor; //players whom this event is available for
	bool computerActivate; //true if computre player can activate this event
	bool humanActivate; //true if human player can activate this event
};

class CHeroObjInfo : public CSpecObjInfo
{
public:
	unsigned char bytes[4]; //mysterius bytes identifying hero in a strange way
	int player;
	CHero * type;
	std::string name; //if nonstandard
	bool standardGarrison; //true if hero has standard garrison
	CCreatureSet garrison; //hero's army
	std::vector<CArtifact *> artifacts; //hero's artifacts from bag
	//CArtifact * artHead, * artLRing, * artRRing, * artLHand, * artRhand, * artFeet, * artSpellBook, * artMach1, * artMach2, * artMach3, * artMach4, * artMisc1, * artMisc2, * artMisc3, * artMisc4, * artMisc5, * artTorso, * artNeck, * artShoulders; //working artifactsstd::vector<CArtifact *> artifWorn; // 0 - head; 1 - shoulders; 2 - neck; 3 - right hand; 4 - left hand; 5 - torso; 6 - right ring; 7 - left ring; 8 - feet; 9 - misc1; 10 - misc2; 11 - misc3; 12 - misc4; 13 - mach1; 14 - mach2; 15 - mach3; 16 - mach4; 17 - spellbook; 18 - misc5
	std::vector<CArtifact *> artifWorn; // 0 - head; 1 - shoulders; 2 - neck; 3 - right hand; 4 - left hand; 5 - torso; 6 - right ring; 7 - left ring; 8 - feet; 9 - misc1; 10 - misc2; 11 - misc3; 12 - misc4; 13 - mach1; 14 - mach2; 15 - mach3; 16 - mach4; 17 - spellbook; 18 - misc5
	bool isGuarding;
	int guardRange; //range of hero's guard
	std::string biography; //if nonstandard
	bool sex; //if true, reverse hero's sex
	std::vector<CSpell *> spells; //hero's spells
	int attack, defence, power, knowledge; //main hero's attributes
	unsigned int experience; //hero's experience points
	std::vector<CAbility *> abilities; //hero's abilities
	std::vector<int> abilityLevels; //hero ability levels
	bool defaultMainStats; //if true attack, defence, power and knowledge are typical
	CGHeroInstance * myInstance; //pointer to appropriate hero instance
};

class CCreatureObjInfo : public CSpecObjInfo
{
public:
	unsigned char bytes[4]; //mysterious bytes identifying creature
	unsigned int number; //number of units (0 - random)
	unsigned char character; //chracter of this set of creatures (0 - the most friendly, 4 - the most hostile)
	std::string message; //message printed for attacking hero
	int wood, mercury, ore, sulfur, crytal, gems, gold; //resources gained to hero that has won with monsters
	CArtifact * gainedArtifact; //artifact gained to hero
	bool neverFlees; //if true, the troops will never flee
	bool notGrowingTeam; //if true, number of units won't grow
};

class CSignObjInfo : public CSpecObjInfo
{
public:
	std::string message; //message
};

class CSeerHutObjInfo : public CSpecObjInfo
{
public:
	unsigned char missionType; //type of mission: 0 - no mission; 1 - reach level; 2 - reach main statistics values; 3 - win with a certain hero; 4 - win with a certain creature; 5 - collect some atifacts; 6 - have certain troops in army; 7 - collect resources; 8 - be a certain hero; 9 - be a certain player
	bool isDayLimit; //if true, there is a day limit
	int lastDay; //after this day (first day is 0) mission cannot be completed
	//for mission 1
	int m1level;
	//for mission 2
	int m2attack, m2defence, m2power, m2knowledge;
	//for mission 3
	unsigned char m3bytes[4];
	//for mission 4
	unsigned char m4bytes[4];
	//for mission 5
	std::vector<CArtifact *> m5arts;
	//for mission 6
	std::vector<CCreature *> m6cre;
	std::vector<int> m6number;
	//for mission 7
	int m7wood, m7mercury, m7ore, m7sulfur, m7crystal, m7gems, m7gold;
	//for mission 8
	CHero * m8hero;
	//for mission 9
	int m9player; //number; from 0 to 7

	std::string firstVisitText, nextVisitText, completedText;

	char rewardType; //type of reward: 0 - no reward; 1 - experience; 2 - mana points; 3 - morale bonus; 4 - luck bonus; 5 - resources; 6 - main ability bonus (attak, defence etd.); 7 - secondary ability gain; 8 - artifact; 9 - spell; 10 - creature
	//for reward 1
	int r1exp;
	//for reward 2
	int r2mana;
	//for reward 3
	int r3morale;
	//for reward 4
	int r4luck;
	//for reward 5
	unsigned char r5type; //0 - wood, 1 - mercury, 2 - ore, 3 - sulfur, 4 - crystal, 5 - gems, 6 - gold
	int r5amount;
	//for reward 6
	unsigned char r6type; //0 - attack, 1 - defence, 2 - power, 3 - knowledge
	int r6amount;
	//for reward 7
	CAbility * r7ability;
	unsigned char r7level; //1 - basic, 2 - advanced, 3 - expert
	//for reward 8
	CArtifact * r8art;
	//for reward 9
	CSpell * r9spell;
	//for reward 10
	CCreature * r10creature;
	int r10amount;
};

class CWitchHutObjInfo : public CSpecObjInfo
{
public:
	std::vector<CAbility *> allowedAbilities;
};

class CScholarObjInfo : public CSpecObjInfo
{
public:
	unsigned char bonusType; //255 - random, 0 - primary skill, 1 - secondary skill, 2 - spell

	unsigned char r0type;
	CAbility * r1;
	CSpell * r2;
};

class CGarrisonObjInfo : public CSpecObjInfo
{
public:
	unsigned char player; //255 - nobody; 0 - 7 - players
	CCreatureSet units;
	bool movableUnits; //if true, units can be moved
};

class CArtifactObjInfo : public CSpecObjInfo
{
public:
	bool areGuards;
	std::string message;
	CCreatureSet guards;
};

class CResourceObjInfo : public CSpecObjInfo
{
public:
	bool randomAmount;
	int amount; //if not random
	bool areGuards;
	CCreatureSet guards;
	std::string message;
};

class CPlayerOnlyObjInfo : public CSpecObjInfo
{
public:
	unsigned char player; //FF - nobody, 0 - 7
};

class CShrineObjInfo : public CSpecObjInfo
{
public:
	unsigned char spell; //number of spell or 255
};

class CSpellScrollObjinfo : public CSpecObjInfo
{
public:
	std::string message;
	CSpell * spell;
	bool areGuarders;
	CCreatureSet guarders;
};

class CPandorasBoxObjInfo : public CSpecObjInfo
{
public:
	std::string message;
	bool areGuarders;
	CCreatureSet guarders;

	//gained things:
	unsigned int gainedExp;
	int manaDiff;
	int moraleDiff;
	int luckDiff;
	int wood, mercury, ore, sulfur, crystal, gems, gold;
	int attack, defence, power, knowledge;
	std::vector<CAbility *> abilities;
	std::vector<int> abilityLevels;
	std::vector<CArtifact *> artifacts;
	std::vector<CSpell *> spells;
	CCreatureSet creatures;
};

class CGrailObjInfo : public CSpecObjInfo
{
public:
	int radius; //place grail at the distance lesser or equal radius from this place
};

class CCreGenObjInfo : public CSpecObjInfo
{
public:
	unsigned char player; //owner
	bool asCastle;
	unsigned char bytes[4]; //castle identifier
	unsigned char castles[2]; //allowed castles
};

class CCreGen2ObjInfo : public CSpecObjInfo
{
public:
	unsigned char player; //owner
	bool asCastle;
	unsigned char bytes[4]; //castle identifier
	unsigned char castles[2]; //allowed castles
	unsigned char minLevel, maxLevel; //minimal and maximal level of creature in dwelling: <0, 6>
};

class CCreGen3ObjInfo : public CSpecObjInfo
{
public:
	unsigned char player; //owner
	unsigned char minLevel, maxLevel; //minimal and maximal level of creature in dwelling: <0, 6>
};

class CBorderGuardObjInfo : public CSpecObjInfo //copied form seer huts, seems to be similar
{
public:
	char missionType; //type of mission: 0 - no mission; 1 - reach level; 2 - reach main statistics values; 3 - win with a certain hero; 4 - win with a certain creature; 5 - collect some atifacts; 6 - have certain troops in army; 7 - collect resources; 8 - be a certain hero; 9 - be a certain player
	bool isDayLimit; //if true, there is a day limit
	int lastDay; //after this day (first day is 0) mission cannot be completed
	//for mission 1
	int m1level;
	//for mission 2
	int m2attack, m2defence, m2power, m2knowledge;
	//for mission 3
	unsigned char m3bytes[4];
	//for mission 4
	unsigned char m4bytes[4];
	//for mission 5
	std::vector<CArtifact *> m5arts;
	//for mission 6
	std::vector<CCreature *> m6cre;
	std::vector<int> m6number;
	//for mission 7
	int m7wood, m7mercury, m7ore, m7sulfur, m7crystal, m7gems, m7gold;
	//for mission 8
	CHero * m8hero;
	//for mission 9
	int m9player; //number; from 0 to 7

	std::string firstVisitText, nextVisitText, completedText;
};

class CObject //typical object that can be encountered on a map
{
public:
	std::string name; //object's name
};

class CObjectInstance //instance of object
{
public:
	int defNumber; //specifies number of def file with animation of this object
	int defObjInfoNumber; //number of this object's def's additional informations in CDefObjInfo's vector
	int id; //number of object in CObjectHandler's vector			//TODO: absolutnie wywalic i zastapic czyms sensownym
	int3 pos; // position
	CSpecObjInfo * info; //pointer to something with additional information
	bool isHero; //true if this is a hero
	unsigned char moveDir; //direction of hero movement (0 - default; 1 - lt; 2 - t; 3 - tr; 4 - r; 5 - br; 6 - b; 7 - bl; 8 - l)
	bool isStanding; //true if is standing, flase if is moving
	unsigned char flagPrinted; //true if flag has been printed //number of print hits
	unsigned char owner; //if 254, object cannot have owner; if it has, it equal to owner's ID (or 255, when no owner)
	int getWidth() const; //returns width of object graphic in tiles
	int getHeight() const; //returns height of object graphic in tiles
	bool visitableAt(int x, int y) const; //returns true if ibject is visitable at location (x, y) form left top tile of image (x, y in tiles)
	bool operator<(const CObjectInstance & cmp) const;  //screen printing priority comparing
};

class CGDefInfo
{
public:
	std::string name; 

	unsigned char visitMap[6];
	unsigned char blockMap[6];
	int id, subid; //of object described by this defInfo
	int terrainAllowed, //on which terrain it is possible to place object
		 terrainMenu; //in which menus in map editor object will be showed
	int type; //(0- ground, 1- towns, 2-creatures, 3- heroes, 4-artifacts, 5- resources)   
	CDefHandler * handler;
	int printPriority;
	bool isOnDefList;
	bool isVisitable();
};

//class CObjectType
//{
//public:
//	CGObjectInstance * ourObj;
//	int type;
//	int owner; //254 - can't be flagged; 255 - neutral
////};
//class IVisitable
//{
//	virtual void newObject(CGObjectInstance *os);
//	virtual void onHeroVisit(CGObjectInstance *os, int heroID);
//	virtual void getRightText(tribool visited); 
//	virtual void getHoverText(tribool visited); 
//};
//
//class CVisitableOPH //object visitable once per hero
//{
//	virtual void newObject(CGObjectInstance *os);
//	virtual void onHeroVisit(CGObjectInstance *os, int heroID);
//	virtual void getRightText(tribool visited); 
//	virtual void getHoverText(tribool visited); 
//};

class CGObjectInstance
{
public:
	int3 pos; //h3m pos
	int ID, subID; //normal ID (this one from OH3 maps ;])
	int id;//number of object in CObjectHandler's vector		
	CGDefInfo * defInfo;
	CCPPObjectScript * state;
	CSpecObjInfo * info;
	int defObjInfoNumber;

	int tempOwner; //uzywane dla szybkosci, skrypt ma obowiazek aktualizowac te zmienna
	bool blockVisit;
	
	virtual bool isHero() const;
	int getOwner() const; 
	void setOwner(int ow); 
	int getWidth() const; //returns width of object graphic in tiles
	int getHeight() const; //returns height of object graphic in tiles
	bool visitableAt(int x, int y) const; //returns true if ibject is visitable at location (x, y) form left top tile of image (x, y in tiles)
	bool operator<(const CGObjectInstance & cmp) const;  //screen printing priority comparing
	CGObjectInstance();
	virtual ~CGObjectInstance();
	CGObjectInstance(const CGObjectInstance & right);
	CGObjectInstance& operator=(const CGObjectInstance & right);
};

class CGHeroInstance : public CGObjectInstance
{
public:
	int moveDir;

	bool isStanding;
	bool flagPrinted;
	CHero * type;
	int exp; //experience point
	int level; //current level of hero
	std::string name; //may be custom
	std::string biography; //may be custom
	int portrait; //may be custom
	CCreatureSet army; //army
	int mana; // remaining spell points
	std::vector<int> primSkills; //0-attack, 1-defence, 2-spell power, 3-knowledge
	std::vector<std::pair<int,int> > secSkills; //first - ID of skill, second - level of skill (0 - basic, 1 - adv., 2 - expert)
	int movement; //remaining movement points
	bool inTownGarrison; // if hero is in town garrison 

	std::vector<CArtifact *> artifacts; //hero's artifacts from bag
	//CArtifact * artHead, * artLRing, * artRRing, * artLHand,
	//	* artRhand, * artFeet, * artSpellBook, * artMach1,
	//	* artMach2, * artMach3, * artMach4, * artMisc1, * artMisc2,
	//	* artMisc3, * artMisc4, * artMisc5, * artTorso, * artNeck,
	//	* artShoulders; //working artifacts
	std::vector<CArtifact *> artifWorn; // 0 - head; 1 - shoulders; 2 - neck; 3 - right hand; 4 - left hand; 5 - torso; 6 - right ring; 7 - left ring; 8 - feet; 9 - misc1; 10 - misc2; 11 - misc3; 12 - misc4; 13 - mach1; 14 - mach2; 15 - mach3; 16 - mach4; 17 - spellbook; 18 - misc5

	virtual bool isHero() const;
	unsigned int getTileCost(EterrainType & ttype, Eroad & rdtype, Eriver & rvtype);
	unsigned int getLowestCreatureSpeed();
	unsigned int getAdditiveMoveBonus();
	float getMultiplicativeMoveBonus();
	static int3 convertPosition(int3 src, bool toh3m); //toh3m=true: manifest->h3m; toh3m=false: h3m->manifest
	int3 getPosition(bool h3m) const; //h3m=true - returns position of hero object; h3m=false - returns position of hero 'manifestation'
	int getSightDistance() const; //returns sight distance of this hero
	void setPosition(int3 Pos, bool h3m); //as above, but sets position

	bool canWalkOnSea() const;
	int getCurrentLuck() const;
	int getCurrentMorale() const;
	virtual ~CGHeroInstance();
};

class CGTownInstance : public CGObjectInstance
{
public:
	CTown * town;
	std::string name; // name of town
	CCreatureSet garrison;
	int builded; //how many buildings has been built this turn
	int destroyed; //how many buildings has been destroyed this turn

	int income;
	
	//TODO:
	std::set<int> possibleBuildings, builtBuildings, h3mbuildings;
	std::vector<int> creatureIncome; //vector by level - that valueis addedto thebasic growth
	std::vector<int> creaturesLeft; //that can be recruited

	const CGHeroInstance * garrisonHero, *visitingHero;

	std::vector<CSpell *> possibleSpells, obligatorySpells, availableSpells;

	int getSightDistance() const; //returns sight distance
	bool hasFort() const;
	int dailyIncome() const;

	CGTownInstance();
	virtual ~CGTownInstance();
};

class CObjectHandler
{
public:
	std::vector<CObject> objects; //vector of objects; i-th object in vector has subnumber i
	std::vector<CGObjectInstance*> objInstances; //vector with objects on map
	void loadObjects();

	std::vector<std::string> advobtxt;
	std::vector<std::string> xtrainfo;
	std::vector<std::string> restypes;
	std::vector<std::pair<std::string,std::string> > mines; //first - name; second - event description
};


#endif //COBJECTHANDLER_H